(other threads)
http://www.the16types.info/vbulletin...and-preference
http://www.the16types.info/vbulletin...o-amp-PC-Games

Initial exploratory factor analyses suggested that the genres board
and card games and text adventure did not load well on any
factors. These genres were excluded and a five-factor solution was
chosen as best representing the structure of genre categories. The
first factor included positive loadings on party, music and casual
games; the second factor included positive loadings on sport,
racing, flight simulation, simulation and fighting games; the third
factor included positive loadings on first- and third-person
shooters and negative loadings on educational and puzzle games;
the fourth factor included positive loadings on role-playing
games, MMORPGs, action RPGs, turn-based strategy and realtime
strategy games; and the fifth factor included positive
loadings on action-adventure and platform games.
For extraversion, there was a significant overall effect of genre
(F(5,374)=3.297, p<.01), with party, music and casual games
significantly positively related to extraversion scores (β=0.208,
p<.001), and role-playing games, MMORPGs, action role-playing
games, turn-based strategy and real-time strategy games
marginally negatively related to extraversion scores (β= - 0.088,
p<0.1).
Conscientiousness showed a significant overall effect of genre
(F(5,375)=2.480, p<.05), with sport, racing, flight simulation,
simulation and fighting games significantly positively related to
conscientiousness scores (β=0.194, p<.001).
A significant overall effect of genre was also seen with openness
to experience (F(5,375)=2.333, p<.05), with action adventure and
platformer games significantly positively related to openness to
experience scores (β=0.139, p<.02).
The results show that people who enjoy casual, music and party
games tend to be more extraverted and that people who enjoy
role-playing games, MMORPGs, action role-playing games, turnbased
strategy and real-time strategy games tend to be less
extraverted. Additionally, people who like sport, racing, flight
simulation, simulation and fighting games tend to be more
conscientious. Finally, people who like action adventure and
platform games tend to be more open to experience.

4.1 Discussion
The major contribution of this study is the identification of
statistically significant relationships between personality traits (as
defined by the 5 factor model of personality) and preference for
particular game genres. Highly extraverted people are social,
outgoing and energetic, and hence, it is unsurprising to note that
these people are more attracted to casual, music and party games.
These game genres require higher levels of social interaction and
movement, which could be expected to attract more extraverted
people.
On the other hand, MMORPG, role-playing games, action roleplaying
games, turn-based strategy and real-time strategy games
are primarily of a strategic nature and do not require physical
exertion for game play. Although some games in these genres
allow for or require the formation of relationships and thus, there
can be a social online atmosphere associated with game play, the
interaction is of a virtual nature and arguably less than that
involved in music, party and casual games. Moreover, oftentimes
these games involve mainly solo play. Thus, it make sense that
extraversion was found to be negatively related with games in
these categories.
Sport, racing, flight simulation, simulation and fighting games are
largely task and goal-orientated and require the player to complete
ongoing events, such as races, fights and sporting competitions,
for game progression. Similarly, simulation games are often very
task-focused. Conscientiousness, of which task orientation is an
associated trait, was significantly linked to these particular game
genres. It seems reasonable to conclude that it is these largely task
based aspects of these games that draw more conscientious people
to them.
Finally, action adventure and platform games require exploration
and player quests. Openness to experience was positively
correlated with this type of game play, which seems likely to
reflect the inquisitive and exploratory nature of people high in this
trait.
Interestingly, no relationship was found between
conscientiousness and puzzle or educational games. It seems
feasible that people high in conscientious would be attracted to
the somewhat task based nature of these games. Future research
will be needed to further explore the possibility of this link. It
should be noted that the sample in the current study consisted
largely of students enrolled in a video game studies unit, and
hence, the findings may not be applicable to a broader sample.
study source: http://eprints.qut.edu.au/59976/1/a20-peever.pdf

The primary intent of this study was to test
whether there would be significant correlations
between a person’s score on each of the
different Five Factors and how much he or she
preferred to play different genres of video
games. Preference was measured by both a selfreported
score for enjoyment and a self-reported
score for ease for each of the games. To analyze
the data, we first paired each participant’s score
on each of the Five Factors with their rating of
ease and liking of each of the four video game
genres. Then, we found the correlation for each
of these. We performed both a Pearson
correlation test and a Spearman correlation test
between each of the Five Factors and liking and
ease of each genre. Table 1 lists the four
correlations that were significant for both
Pearson’s and Spearman’s.
There was a statistically significant moderate
negative relationship between conscientiousness
and ease of playing an FPS r(61) = -0.415,
rs(61) = -.381, p < .01. This indicates that
people who scored lower on conscientiousness
reported higher ease when playing FPS (See
Figure 1).

...

There was a statistically significant positive
Pearson correlation between extraversion and
ease of dancing games, r(61) =0.298, p < .05, as
well as a statistically significant positive
Spearman correlation, rs(61) = 0.292, p < .05,
indicating that those who scored higher on
extraversion also reported higher ease on
dancing games (See Figure 2).

...

There was also a statistically significant
moderate positive relationship between
extraversion and liking of dancing games r(61)
= 0.328, p <. 01 found in the Pearson correlation
test and the Spearman correlation test rs(61) =
0.363, p < .01, indicating that those who scored
higher on extraversion reported a higher liking
of dancing games (See Figure 3). Agreeableness
and liking of dancing were also positively
statistically related r(61) =.273, rs(61) = .288, p
< .05. (See Figure 4).

All other correlations were not found to be
statistically significant (See Table 2 for
complete table of correlations and significance
levels).
Additionally, we considered the correlations
between liking and ease of playing within each
genre. In all four cases, there was significance
as shown in Table 2, but the magnitudes of the
relationships were statistically different. Racing
and fighting genres showed weaker
relationships between liking and ease of play
while first-person shooter and dance games
showed very strong relationships between liking
and ease of play.
Finally, we looked at the marginal means
between the categories for both ease and liking.
Figures 5 shows the relationship between the
average means for ease and liking respectively.
The difference between means for liking was
not significant F(168)=1.583, p > 0.1. The
difference between the means for ease was
significant F(176) =18.325, p <.01.
(figures omitted)
study source: http://hcil2.cs.umd.edu/trs/2013-08/2013-08.pdf

Post others if you find them! (it may be best for this post to be moved to the general Psychology subforum: I don't know).